text: #pragma once
  
  // ARKSurvivalEvolved (329.9) SDK
  
  #ifdef _MSC_VER
  	#pragma pack(push, 0x8)
  #endif
  
  #include "ARKSurvivalEvolved_Buff_TekArmor_Sword_classes.hpp"
  
  namespace sdk
  {
  //---------------------------------------------------------------------------
  //Parameters
  //---------------------------------------------------------------------------
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.PreventBlockingWithShield
  struct ABuff_TekArmor_Sword_C_PreventBlockingWithShield_Params
  {
  	bool                                               ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.ShieldActive
  struct ABuff_TekArmor_Sword_C_ShieldActive_Params
  {
  	bool                                               ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.HasShield
  struct ABuff_TekArmor_Sword_C_HasShield_Params
  {
  	bool                                               ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.GetRelatedTekArmorRef
  struct ABuff_TekArmor_Sword_C_GetRelatedTekArmorRef_Params
  {
  	class UPrimalItemArmor_Base_Tek_C*                 tekArmorRef;                                              // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Can Decrease Element Ammo
  struct ABuff_TekArmor_Sword_C_Can_Decrease_Element_Ammo_Params
  {
  	int                                                AmountToDecrease;                                         // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               isForChargedState;                                        // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               CanDecrease;                                              // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.TryDecreaseElementAmmo
  struct ABuff_TekArmor_Sword_C_TryDecreaseElementAmmo_Params
  {
  	int                                                AmountToDecrease;                                         // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               isForChargedState;                                        // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.BPCheckPreventInput
  struct ABuff_TekArmor_Sword_C_BPCheckPreventInput_Params
  {
  	TEnumAsByte<EPrimalCharacterInputType>*            inputType;                                                // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.CanPhysicallyTekPunch
  struct ABuff_TekArmor_Sword_C_CanPhysicallyTekPunch_Params
  {
  	bool                                               Result;                                                   // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Should Damage Actor
  struct ABuff_TekArmor_Sword_C_Should_Damage_Actor_Params
  {
  	class AActor**                                     Victim;                                                   // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               Result;                                                   // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Has Line Of SightToActor
  struct ABuff_TekArmor_Sword_C_Has_Line_Of_SightToActor_Params
  {
  	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               Result;                                                   // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.ArePunchChargeAnimsPlaying
  struct ABuff_TekArmor_Sword_C_ArePunchChargeAnimsPlaying_Params
  {
  	bool                                               cleanUpAnims;                                             // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               Result;                                                   // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.PlayPunchAnimsByState
  struct ABuff_TekArmor_Sword_C_PlayPunchAnimsByState_Params
  {
  	TEnumAsByte<E_TekGlovePunchState>                  State;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.IsPlayerAboveGround
  struct ABuff_TekArmor_Sword_C_IsPlayerAboveGround_Params
  {
  	bool                                               Result;                                                   // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.AreTekPantsEquipped
  struct ABuff_TekArmor_Sword_C_AreTekPantsEquipped_Params
  {
  	bool                                               Result;                                                   // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  	class ABuff_TekArmor_Pants_C*                      tekPantsRef;                                              // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.GetBuffPostprocessIntensity
  struct ABuff_TekArmor_Sword_C_GetBuffPostprocessIntensity_Params
  {
  	float                                              ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.BPDeactivated
  struct ABuff_TekArmor_Sword_C_BPDeactivated_Params
  {
  	class AActor**                                     ForInstigator;                                            // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Update Local Vars by State
  struct ABuff_TekArmor_Sword_C_Update_Local_Vars_by_State_Params
  {
  	TEnumAsByte<E_TekGlovePunchState>                  NewState;                                                 // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.GetPlayerCameraLocation
  struct ABuff_TekArmor_Sword_C_GetPlayerCameraLocation_Params
  {
  	struct FVector                                     Location;                                                 // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.BPSetupForInstigator
  struct ABuff_TekArmor_Sword_C_BPSetupForInstigator_Params
  {
  	class AActor**                                     ForInstigator;                                            // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.RocketPunchEnd
  struct ABuff_TekArmor_Sword_C_RocketPunchEnd_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.ResetOwningPlayerVariables
  struct ABuff_TekArmor_Sword_C_ResetOwningPlayerVariables_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.PreventJump
  struct ABuff_TekArmor_Sword_C_PreventJump_Params
  {
  	bool                                               ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.NetSetTekPunchState
  struct ABuff_TekArmor_Sword_C_NetSetTekPunchState_Params
  {
  	TEnumAsByte<E_TekGlovePunchState>                  newPunchState;                                            // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.BuffTickServer
  struct ABuff_TekArmor_Sword_C_BuffTickServer_Params
  {
  	float*                                             DeltaTime;                                                // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Client_SetTekPunchState
  struct ABuff_TekArmor_Sword_C_Client_SetTekPunchState_Params
  {
  	TEnumAsByte<E_TekGlovePunchState>                  NewState;                                                 // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.GetTimeToRocketPunchTarget
  struct ABuff_TekArmor_Sword_C_GetTimeToRocketPunchTarget_Params
  {
  	struct FVector                                     TargetLocation;                                           // (Parm, ZeroConstructor, IsPlainOldData)
  	float                                              ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.CheckForTargetsWhileRocketPunching
  struct ABuff_TekArmor_Sword_C_CheckForTargetsWhileRocketPunching_Params
  {
  	bool                                               punchNow;                                                 // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Set AudioParams and Play
  struct ABuff_TekArmor_Sword_C_Set_AudioParams_and_Play_Params
  {
  	class UAudioComponent*                             audio;                                                    // (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
  	float                                              Volume;                                                   // (Parm, ZeroConstructor, IsPlainOldData)
  	float                                              Pitch;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               PlaySound;                                                // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.OnRep_CurrentPunchState
  struct ABuff_TekArmor_Sword_C_OnRep_CurrentPunchState_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.GetRelativeCenterOfMass
  struct ABuff_TekArmor_Sword_C_GetRelativeCenterOfMass_Params
  {
  	class APrimalCharacter*                            Character;                                                // (Parm, ZeroConstructor, IsPlainOldData)
  	struct FVector                                     ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.DrawBuffFloatingHUD
  struct ABuff_TekArmor_Sword_C_DrawBuffFloatingHUD_Params
  {
  	int*                                               BuffIndex;                                                // (Parm, ZeroConstructor, IsPlainOldData)
  	class AShooterHUD**                                HUD;                                                      // (Parm, ZeroConstructor, IsPlainOldData)
  	float*                                             CenterX;                                                  // (Parm, ZeroConstructor, IsPlainOldData)
  	float*                                             CenterY;                                                  // (Parm, ZeroConstructor, IsPlainOldData)
  	float*                                             DrawScale;                                                // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.ScanForRocketFistTargets
  struct ABuff_TekArmor_Sword_C_ScanForRocketFistTargets_Params
  {
  	float                                              Range;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               anyHit;                                                   // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  	struct FVector                                     HitLocation;                                              // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  	class AActor*                                      HitActor;                                                 // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.AccurateSphereCheck
  struct ABuff_TekArmor_Sword_C_AccurateSphereCheck_Params
  {
  	struct FVector                                     EndLocation;                                              // (Parm, ZeroConstructor, IsPlainOldData)
  	float                                              SphereRadius;                                             // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               IgnoreFriendlies;                                         // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               HitPawnOrStructure;                                       // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Spawn Sound at Fist Location
  struct ABuff_TekArmor_Sword_C_Spawn_Sound_at_Fist_Location_Params
  {
  	class USoundBase*                                  SoundToSpawn;                                             // (Parm, ZeroConstructor, IsPlainOldData)
  	float                                              VolumeMultiplier;                                         // (Parm, ZeroConstructor, IsPlainOldData)
  	float                                              PitchMultiplier;                                          // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.BuffTickClient
  struct ABuff_TekArmor_Sword_C_BuffTickClient_Params
  {
  	float*                                             DeltaTime;                                                // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Get Punch Location
  struct ABuff_TekArmor_Sword_C_Get_Punch_Location_Params
  {
  	struct FVector                                     Location;                                                 // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.RocketPunchStart
  struct ABuff_TekArmor_Sword_C_RocketPunchStart_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Punch
  struct ABuff_TekArmor_Sword_C_Punch_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.CanUseTekAbility
  struct ABuff_TekArmor_Sword_C_CanUseTekAbility_Params
  {
  	bool*                                              bNotifyIfOutOfElement;                                    // (Parm, ZeroConstructor, IsPlainOldData)
  	bool                                               bResult;                                                  // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.SetCastedArmorPieceRef
  struct ABuff_TekArmor_Sword_C_SetCastedArmorPieceRef_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.UserConstructionScript
  struct ABuff_TekArmor_Sword_C_UserConstructionScript_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_Targeting_K2Node_InputActionEvent_95
  struct ABuff_TekArmor_Sword_C_InpActEvt_Targeting_K2Node_InputActionEvent_95_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_Targeting_K2Node_InputActionEvent_94
  struct ABuff_TekArmor_Sword_C_InpActEvt_Targeting_K2Node_InputActionEvent_94_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_AltFire_K2Node_InputActionEvent_93
  struct ABuff_TekArmor_Sword_C_InpActEvt_AltFire_K2Node_InputActionEvent_93_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_AltFire_K2Node_InputActionEvent_92
  struct ABuff_TekArmor_Sword_C_InpActEvt_AltFire_K2Node_InputActionEvent_92_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_Fire_K2Node_InputActionEvent_91
  struct ABuff_TekArmor_Sword_C_InpActEvt_Fire_K2Node_InputActionEvent_91_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_Fire_K2Node_InputActionEvent_90
  struct ABuff_TekArmor_Sword_C_InpActEvt_Fire_K2Node_InputActionEvent_90_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_Gamepad_LeftTrigger_K2Node_InputKeyEvent_44
  struct ABuff_TekArmor_Sword_C_InpActEvt_Gamepad_LeftTrigger_K2Node_InputKeyEvent_44_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_Gamepad_LeftTrigger_K2Node_InputKeyEvent_43
  struct ABuff_TekArmor_Sword_C_InpActEvt_Gamepad_LeftTrigger_K2Node_InputKeyEvent_43_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_Gamepad_RightTrigger_K2Node_InputKeyEvent_42
  struct ABuff_TekArmor_Sword_C_InpActEvt_Gamepad_RightTrigger_K2Node_InputKeyEvent_42_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.InpActEvt_Gamepad_RightTrigger_K2Node_InputKeyEvent_41
  struct ABuff_TekArmor_Sword_C_InpActEvt_Gamepad_RightTrigger_K2Node_InputKeyEvent_41_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.OnSuperPunch_Pressed
  struct ABuff_TekArmor_Sword_C_OnSuperPunch_Pressed_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.OnSuperPunch_Released
  struct ABuff_TekArmor_Sword_C_OnSuperPunch_Released_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Server_SetPunchChargeState
  struct ABuff_TekArmor_Sword_C_Server_SetPunchChargeState_Params
  {
  	TEnumAsByte<E_TekGlovePunchState>                  newPunchState;                                            // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.ResetCanLandAfterDelay
  struct ABuff_TekArmor_Sword_C_ResetCanLandAfterDelay_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.UpdateClientHasValidRocketPunchTarget
  struct ABuff_TekArmor_Sword_C_UpdateClientHasValidRocketPunchTarget_Params
  {
  	bool                                               newHasTarget;                                             // (Parm, ZeroConstructor, IsPlainOldData)
  	class APrimalCharacter*                            newTargetPawn;                                            // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.ResetPunchStateAfterDelay
  struct ABuff_TekArmor_Sword_C_ResetPunchStateAfterDelay_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Sword_AltFirePressed
  struct ABuff_TekArmor_Sword_C_Sword_AltFirePressed_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.Sword_AltFireReleased
  struct ABuff_TekArmor_Sword_C_Sword_AltFireReleased_Params
  {
  };
  
  // Function Buff_TekArmor_Sword.Buff_TekArmor_Sword_C.ExecuteUbergraph_Buff_TekArmor_Sword
  struct ABuff_TekArmor_Sword_C_ExecuteUbergraph_Buff_TekArmor_Sword_Params
  {
  	int                                                EntryPoint;                                               // (Parm, ZeroConstructor, IsPlainOldData)
  };
  
  }
  
  #ifdef _MSC_VER
  	#pragma pack(pop)
  #endif
  